Hi Michael,

MMOGs use locality to only process or transmit what's in the area
around you. Like you pointed out, the client might tell servers what
"pages" should be updated in real time -- this is a good analogy to
what MMOGs do with locality.

The wave protocol has a built-in advantage from its tree network
topology: many clients per server, with federation on the backbone.
However, users are likely to participate in waves that cross
boundaries, which makes this harder. In MMOGs, game play is often
structured into "worlds" (lots of names for them: levels, islands,
etc.) -- and when the user enters a world, they will close their
connection to any other server and just communicate with that world's
server. I'm not sure how to make something like this work for wave.

Wave might benefit from caching parameters in the protocol. I'm not
familiar with how wave.google.com works, but does the index wave have
information like a last-modified time for each wave?

When the "perfect storm" hits an area, MMOGs also use active
congestion control. Specifically, the server can tell all clients to
reduce the update rate for specific things (specific waves?). It's
only for the rarest of cases, and needs to be tuned to work well.
Maybe it's not a good candidate for now.

Thanks,
David
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